Fencing
By Sinestus

I've done a little fencing in my time, and recently I started wondering if sacrificing a single skill slot to gain only a +1 to strike an parry with swords was fair. I concluded that it was not. Fencing is much faster than normal combat, and a well trained fencer can do a lot more damage than most other swordsmen. Thus I have designed my own martial art form based off fencing and Renaissance style combat. This version is designed for an S.D.C. world, where S.D.C. is depleted before Hit Points are affected...
Also, this incarnation is designed for Ninjas and Superspies. In PFRPG only the Swashbuckler can have Fencing.

Requirements: A high P.P. and P.E. are required, but not necessary. Generally, fencers will develop some sense of Honor and Justice, and most would never strike without reason. 90% follow the usual codes of honor.
Training: 6 years, 3 if secondary to Tai Chi because of the similarity in movement.
Character Bonuses
+2 to P.P.
+2 to P.E.
Stance: Varies with style, most develop their own variation. Generally, a sideways stance so as to provide a small target. Unless a paired weapon technique is known, will almost solely rely on the forward leg and arm.
Outfit: Standard fencing gear is lightly padded, and may grant up to an AR of 7 and have about 15 S.D.C., although as heavy as studded leather may be worn.
Combat Skills
Attacks per Melee: Four to start
Hand Attacks: Knife hand, palm strike, power punch, backhand
Foot Attacks: Snap kick
Basic Defense Moves: dodge, automatic parry,
Advances Defense Moves: Repose (see special), disarm
Escape Techniques: roll with impact, turn with impact (same bonus as roll)
Modifiers to Attack: Disarm, Automatic Repose (gained at ninth level, costs no action, occurs after every parry unless otherwise declared, but only gets Repose bonus)
Special Moves: NOTE: the fencer may opt to deal normal damage instead of the special damages listed with any attack.

The Rapier and Saber are fast and deadly weapons in the right hands. When using either a fencer can use the following moves: (NOTE: Fencers only gain Half the P.S. bonus to attacks which damage hit points.)

Slash: standard wide attack, normal damage

Repose: an incredible quick attack almost always following a parry, defenders without fencing skills are at -3 to parry the Repose. A successful repose deals 1D4 damage directly to Hit Points. Cannot Disarm with a Repose [until later levels]. (use strike and repose bonuses)

Thrust: The Power Punch for fencing, only costs one attack. Because it extends the fencer so much, defenders are at +1 to dodge or parry. Against unarmored opponents the Thrust deals normal damage direct to hit points. Armored opponents take double damage.

The Rapier training also has some additional moves

Sidestep: a dodge/strike like the turning kick, deals 1D6 to hit points. Full dodge bonuses, half strike bonus.

Arm Nick: generally looked down on by fencers, this attack is focused on the opponents arm and is meant to be used repeatedly so as to numb the arm through blood loss. Deals 1-2 (1D4/2 round up) to hit points, defender is at -1 to parry. [cannot be rolled with]

Killing Blow: always delivered with a Thrust, this requires two actions. A successful Killing Blow requires a natural strike of 14 or higher and deals 3D6 to hit points. Unlike other attacks this does not gain any additional bonuses. Cannot be performed against armored opponents.
Weapon Katas:
Automatically receives WP: Rapier and WP: Saber.
Additional WP Bonus: because many of the attacks are piercing oriented, the Fencer gains a +1 against A.R. every four levels when using a Saber or Rapier.
NOTE: Using a 'overweighted blade' (E.g. Long swords) will cost the Fencer two attacks and -1 to combat moves (except roll and dodge). Standard Damage for a Rapier is 1D8 to 2D6 piercing, 1D6 to 1D8 slashing, 1D8+1 either way for Sabers. It is not uncommon to find specially balanced rapiers (GM Digression) which in trained hands can provide and additional +1 to strike and parry.
Special Katas: Unlike other styles, fencing is restricted to the following 'Fencing Katas' which usually are not options for other styles.

Blind fighting - this allows the Fencer to fight based on his other senses other than sight. Unlike the Blind Man's Kata the Fencer can act offensively, but is restricted to Slashing and the Repose.

Sword Combination Katas- there are four primary things the Rapier and Saber are usually paired with (GMs feel free to allow others), each is a different Kata.
Sword-Cape - primarily a defensive tool, WP Cape for Fencing provides :
+1 to parry at levels 2, 5, 7, and 10
+1 to entangle/disarm at levels 3, 6, 8, and 13

Sword-Dagger - usually a thin stiletto or other piercing blade, can perform Thrusts, Sidesteps, and Slashes, all else as per Paired Weapons and WP Knife, Note: throwing ones dagger is considered bad form and avoided by most fencers.

Sword-Shield - generally a buckler (small, round metal shield.) Can perform an 'edge slash' (1D6+P.S. S.D.C.) or 'blunt thrust' (2D4+P.S. S.D.C.) as well as paired maneuvers.
+1 to strike at levels 1, 4, 6, 10
+1 to parry at levels 2, 5, 9, 11 and 15

Sword-Whip - one of the deadliest techniques, provides long range attacks with deadly accuracy. Uses a bull whip (8 feet long, 1D8 damage), at level six can deal 1D4 to hit points on a strike of 16 or better.
+1 Strike at levels 1, 3, 6, 9, and 14
+1 entangle/disarm at levels 4, 8, 12, and 15

Other Swords- This allows the Fencer to use any light sword with the normal techniques, this must be selected for each specific style of sword, options included are:
Shamshir/Scimitar - a mid-length, curved blade

Cut and Thrust - standard long swords

Falchion - curved short sword that widens near the tip.

Cutlass - a broad short sword with a heavy basket hilt.

Alternate Hand - allows the Fencer to fight equally with either hand, if using opposite hand than opponent, gains a +1 to strike and parry. (Only applicable when both are using only one weapon)

Discipline Kata - generally used by teachers who wish to insult their students, this is a very fast series of attacks similar to the lightning kata from kick boxing. It uses all attacks per melee in the duration of one normal attack, only the slash may be used and each successful strike only deals half damage. Defenders are -3 to parry each strike after the first. Often this kata is accompanied with yelled phrases like "NO! NO! NO! NO, STUPID!
Additional Skills: Recognize weapon quality - Swords (50+5%/level), Etiquette: General, Dance, and Fencing (of course, for the usual +1 to strike and pary with swords)
Martial Arts Powers: Katas Rapier and Saber, and select one Fencing Kata, can trade in for basic skill programs.
Level Advancement Bonuses
1st: +1 to strike, +2 to parry
2nd: +1 to dodge, critical on natural 19+
3rd: select one Fencing Kata, +1 attack, +2 to disarm
4th: +1 to strike, +2 to S.D.C. damages, +1 to Hit Point Damages
5th: +1 to initiative, dodge, and disarm
6th: +1 attack, +1 to strike and parry
7th: select one Fencing Kata, also gain Zanshin Awareness
8th: +1 to Repose, critical on 18+
9th: +1 attack, gains Automatic Repose
10th: +1 die of damage to all attacks with swords [covered by katas]
11th: +1 to Repose, parry, and strike
12th: +1 attack and dodge, can Disarm with a Repose
13th: select one Fencing Kata, +1 to repose and Disarm
14th: critical 17+, can perform Killing Blows against armored opponents
15th: +1 attack, select one Fencing Kata
Why study Fencing?
Because you're not man enough to use a claymore.

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